Tiefling

Vorshek Firesoul's page

335 posts. Alias of Steven_Evil.


Full Name

Vorshek Firesoul

Race

Demonspawn Tiefling Paladin 2 HP:18/20 AC:18/FF/16/T:12/CMD:17 / Init:2/Fort:8 Ref:5 Will:6/ Attack: +5; 2d6+7 (power attack);

Skills:
Diplomacy: 8,Knowledge (Religion): 5, Intimidate: 9

Gender

Male

Size

Medium

Age

82

Special Abilities

Aura of Good, Detect Evil, Smite Evil 1/day, Divine Favor 1/day, Shatter 1/day

Alignment

Lawful Good

Deity

Ragathiel

Location

Kenabres

Languages

Common, Abyssal

Occupation

Crusader

Strength 16
Dexterity 14
Constitution 14
Intelligence 11
Wisdom 10
Charisma 17

About Vorshek Firesoul

Traits:

Bully: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.

(Alternate Racial) Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

(Alternate Racial) Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait replaces fiendish resistance.

(Alternate Racial) Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions. This racial trait replaces skilled.

(Campaign) Touched by Divinity: Divine Favor 1/day as a spell like ability.

Class Abilities:

Aura of Good (Ex)
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Lay On Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage.

Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Racial Abilities:
Darkvision 60ft
Resist Fire 5

Stats
HP: 20
AC: 18 (Scalemail, Scaled Skin)
CMB: +5
CMD: 17 (27 against disarm attempts)
Speed: 20ft
Initiative: +2

Saves:
Fort: 8
Ref: 5
Will: 6

Attacks:
Greatsword: +5, 2d6+4 / +4, 2d6+7 (with power attack) 19-20 x2
Gauntlet: +5, 1d3+3 / +4, 1d3+5 (with power attack) 20 x2
Chakram: +4, 1d8+3

Feats:
Power Attack

Skills:
Diplomacy: 8
Knowledge (Religion): 5
Intimidate: 9

Mundane Gear:
Silver Holy Symbol
Greatsword
Chakram x5
Scale Mail
Gauntlet, Locked
Paladin's Kit
Adventuring Outfit
44 gp

Vorshek was born on a cold night, to the high priest of the temple of Ragathiel in Kenabres. Any other temple would have shunned a tiefling with such bold demonic features, but given Ragathiel's own history, this temple rejoiced. It was decided that night that this child was to be a champion of Ragathiel.

Vorshek's childhood didn't have any toys, or games. He learned to hold a sword before he learned to talk full sentences. He spent his time outdoors not chasing balls, but learning to fire a bow. He was to be the ultimate champion of Kenabres, and he didn't disappoint.

It only seemed to affirm the temples' decision of his purpose when he began displaying his divine abilities, and his dreams from Ragathiel himself.

The message was always the same. Train more, train harder, become more powerful, because Vorshek was meant to play a grand role in the fifth crusade.

What no one else knew, what no one else could ever know, was that Vorshek carried a dark secret, something he was almost ashamed of. Inside his very soul was a rage that scared him, a rage that he barely held in check. Sometimes, in a fight, it took all he had to keep it in check, lest he utterly destroy his opponent. The only time he felt safe letting it out was when he fought enemies that were truly evil, creatures that had no regard for the goodness and purity that he so fiercely upheld.

Demons.

And so when he was ready, when the dreams from Ragathiel commanded him, he gathered his belongings and made his way to the camp outside, ready to join the crusade that he firmly believed would finally end the threat of the Worldwound once and for all...

Vorshek stands six feet tall, with grey/black skin and large grey horns on his forehead, and smaller ones on his chin where a goatee would grow. His feet are clawed and resemble those of a reptile. He weighs two hundred and twenty pounds, and is very muscular, with a dexterity that one would not expect from one so large. As inhuman as he looks, though, he commands a presence that makes those around him feel safe, no matter how dire their circumstances. However, he learned at an early age how to use his imposing visage to his advantage, when intimidation was more important than diplomacy.

Notes for player:
Armor of the pit for third level feat

Cornugon smash for seventh level feat

Mythic
Path-Heirophant
Divine Surge-Inspired Spell
Path Ability-Legendary Item (Greatsword)
Path Ability-Flash of Rage
Path Ability-Hurling Vengeance
Path Ability-Titan's Rage
Path Ability-Legendary Item
Path Ability-Legendary Item

Feats
Dual Path-Champion (Sudden Attack)
Mythic Power Attack
Extra Path Ability-Divine Potency
Mythic Spell Lore